Model Editor: Reversed the z-axis. Now the coordinate system behaves like Blender 3D, as I had originally intended

Model Editor: Added some parsing code for OBJ files (not tested; how would I get an OBJ file into SB in the first place?)

Model Editor: Added buttons for copying and pasting face colors

Many other minor bug fixes

Version 1.0.1 (24 October 2018)

Fixed error if you deleted all faces from a model

Fixed slider values being constantly reapplied until you tapped somewhere else on the touch screen

Save/Load remembers the last file name you entered, so that you don't have to keep re-typing it each time you save

Added an example model Pumpkin.3D

Version 1.0 (24 October 2018):

Rewrote Poly3D into a compact common library that can be easily used by other programs

Added Poly3D Model Editor v1.0 (compatible with New 3DS or Circle Pad Pro). This is a simple model editor with limited features, but should be good enough for creating simple models.
- Create 3D models with colored faces
- Save / Load 3D model files
- Camera controls
- In addition to the main camera, the model is displayed as a wireframe in three orthogonal views (Front, Left, Top) on the touch screen
- Undo / Redo functionality

Added a GUI library which can be used to draw interactive buttons, checkboxes, and sliders on the touch screen
Note: I released this latest update much earlier than I was planning, so that others can use the included model editor. This version does not contain any other example projects. I am hoping to release another update sometime in the next month or so with additional examples of the engine in use, but can't make any promises. Hopefully I won't disappear for 3 years again! :)

Version 0.8 update:
*Supports rotation on all 3 axes (uses Euler rotation and suffers from gimbal lock, so I don't recommend rotating on all 3 axes at the same time)
*Uses GPAGE buffer to eliminate draw flicker (thanks Trinitro!)
*Fixed support for multiple models in a single scene
*Added two new models, a cube and a Starwing, which definitely isn't borrowed from any old Nintendo games
*Added more models and animations to the sample scene to better demonstrate the engine. The sample scene includes over 200 polys and runs at 60fps on a New 3DS
Version 0.7 (initial):
*Supports 3D models with per-face coloration
*Supports instancing models, reducing memory usage
*Models can be translated and rotated
*Depth-sorting so faces are rendered in the correct order
*Screen-space culling - models that lie outside the screen coordinates are not processed, reducing render time
*User can walk around with D-pad or analog stick and aim with touch-screen or gyro controls
*Faces darken with distance, so models gradually fade into background
*Radar on lower screen shows player position in relation to models
*Code is reasonably well-documented
*Sample scene included
Planned features for the future:
*Support for lighting
*Scaling support for models
*Actual gameplay features
Known issues:
*There is some distortion to the models when rotating on X and Y axis at the same time; I'm looking into itInstructionsControls for Starblitz: D-Pad moves camera, Circle Pad moves ship
Controls for FirstPerson: Circle-pad to move, touch-screen to aim, L or R to shoot
Instructions for using the model editor:
Load P3DModelEditor into Slot 0, and press Start. The model editor launches with a default cube model. The general idea is that you position points, called "vertices", and then connect them with triangles, called "faces". For example, a cube has 8 corners, so it has 8 vertices. Each side of a cube is a square, which requires two triangles to draw, so 12 faces in total.
Controls:
- A: Start moving vertex; confirm vertex position (Vertex mode). Confirm selected vertex (Add Face mode)
- B: Cancel moving vertex (Vertex mode)
- X: Select next vertex/face
- Y: Select previous vertex/face
- L: (hold) Increase movement speed (while moving vertex in Vertex mode)
- R: (hold) Decrease movement speed (while moving vertex in Vertex mode)
Touch screen controls should be mostly self-explanatory.

To create new vertices, press "Add Vert" while in Vertex mode.

To create new faces, press "Add Face". Select the first vertex and press "A". Repeat for two more vertices. When three have been selected, a new face (triangle) is created that connects the three selected vertices.

The RGB sliders can be used to edit the color of the selected face in Face mode. They have no effect in other modes.

74 Comment(s)TheRealGamerBoy073 years agoYou can fix it, I know you can! It's just buggy at the moment!kevinfoley3 years agoWell, I just issued an update. Which bugs are you referring to?JustGreatFirst MonthJoined in the very first month of SmileBASIC SourceWebsiteAvatar TabooI didn't change my avatar for 180 daysWebsiteNight PersonI like the quiet night and sleep late.Express Yourself3 years agoThis is the first programming language that I've really done much with, so I'm still learning the ropes. JustGreatFirst MonthJoined in the very first month of SmileBASIC SourceWebsiteAvatar TabooI didn't change my avatar for 180 daysWebsiteNight PersonI like the quiet night and sleep late.Express Yourself3 years agoI should have replied to my own comment...
ShootJustGreatFirst MonthJoined in the very first month of SmileBASIC SourceWebsiteAvatar TabooI didn't change my avatar for 180 daysWebsiteNight PersonI like the quiet night and sleep late.Express Yourself3 years agoI added "wait 1" to the beginning of the loop, and I can confirm that this program runs perfectly at 30fps on the original non-xl 3DS.snail_HelperReceived for being very helpful around SmileBASIC SourceAchievementsOSP Contest 2 Contest ParticipantI participated in the second SmileBASIC Source OSP Contest!Night PersonI like the quiet night and sleep late.Express Yourself3 years agoVSYNC would've been better. WAIT 1 just introduces another frame bottleneck.snail_HelperReceived for being very helpful around SmileBASIC SourceAchievementsOSP Contest 2 Contest ParticipantI participated in the second SmileBASIC Source OSP Contest!Night PersonI like the quiet night and sleep late.Express Yourself3 years agowait this is a troll isn't it
cj add comment editingChemicalexDrawingI like to draw!HobbiesRNGHiddenEaster EggsThird YearMy account is over 3 years oldWebsite3 years agoNo, his idea does work.
snail_HelperReceived for being very helpful around SmileBASIC SourceAchievementsOSP Contest 2 Contest ParticipantI participated in the second SmileBASIC Source OSP Contest!Night PersonI like the quiet night and sleep late.Express Yourself3 years agoWAIT 1 explicitly forces a frame, while VSYNC will not wait that frame if the display refresh already happened or whatever. Different things are going on.SamKitsune3 years agoIt's good to have another person working on a 3D tool. Let's see how far it goes.Super_DefaultioVideo GamesI like to play video games!HobbiesDay PersonI like the warm sunshine and wake up early!Express YourselfZelda Is Awesome!I love The Legend Of Zelda!Express Yourself3 years agoYES OH MY GAD! I remember when trinitro did this in ptc but with an oddly shaped rhombus. Its so cool that you can now texture polygons? in sb now. Also, will test on old 3ds non xl.Super_DefaultioVideo GamesI like to play video games!HobbiesDay PersonI like the warm sunshine and wake up early!Express YourselfZelda Is Awesome!I love The Legend Of Zelda!Express Yourself3 years agoTest results: 60 fps on old non-xl 3ds confirmed.
But it flickers, a lot. Just like trinitro 3d engine. Check his engine to solve the problem please.Super_DefaultioVideo GamesI like to play video games!HobbiesDay PersonI like the warm sunshine and wake up early!Express YourselfZelda Is Awesome!I love The Legend Of Zelda!Express Yourself3 years agoYou can use HARDWARE to check to see what the users' 3ds is so you can then make it run specific code to make the tie fighters not flicker.triangleFirst WeekJoined in the very first week of SmileBASIC SourceWebsiteQuery DeniedHiddenEaster EggsExpert ProgrammerProgramming no longer gives me any trouble. Come to me for help, if you like!Programming Strength3 years agoI use a buffer. In my case it's using SPPAGE, but this application would probably use a GPAGE buffer.
You draw on one graphic page while displaying the other, then switch it around for the next frame and repeat.
It guarantees no flicker, no matter how laggy and what system.kevinfoley3 years agoI don't understand. You're saying Trinitro's 3D engine flickers, so I should check his 3D engine to solve the flickering in my engine? Either way, he has a different engine rendering different things, so we wouldn't likely have the same solution.
Try turning the radar off and see if that fixes the flickering for you. It's also possible I put the VSYNC in the wrong spot; I remember with Wire3D I found that flickering varied depending on where I put the VSYNC. kevinfoley3 years agoMissed your reply. Oi, why didn't I think of adding a buffer? I'll have to look into that.jamieyelloFirst DayJoined on the very first day of SmileBASIC SourceWebsiteNight PersonI like the quiet night and sleep late.Express YourselfDrawingI like to draw!Hobbies3 years agoIf you want to add a buffer you can do it with gpage. We use to do it with gcopy until we found out gpage was a lot faster.
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